946 lines
33 KiB
C++
946 lines
33 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "watchmaker/3d/render/shadows.h"
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#include "watchmaker/3d/math/Matrix4x4.h"
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#define MAX_SHADOW_BOXES 20 // max shadows
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namespace Watchmaker {
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SHADOWBOX *ShadowBoxesList[MAX_SHADOW_BOXES];
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unsigned int gNumShadowBoxesList = 0;
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unsigned int gGetTextureListPosition();
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extern unsigned int CurLoaderFlags;
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#if 0
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#pragma pack(1)
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struct COLORVERTEX { // vertex structures
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D3DVECTOR p;
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D3DCOLOR c;
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};
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struct TRANSCOLORVERTEX { // transformed vertex
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D3DVECTOR p;
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D3DVALUE rhw;
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D3DCOLOR c;
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};
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#pragma pack()
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#endif
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#define MAX_SHADOW_BOXES 20 // max shadows
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bool g_bUseOneBitStencil = FALSE; // if Stencil buffer if 1 bit deep only
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DWORD g_max_StencilVal = 255; // maximum value the stencil buffer will hold
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#if 0
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D3DSTENCILOP g_StencDecOp, g_StencIncOp; // increment e decrement functions
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LPDIRECTDRAWSURFACE7 g_pddsShadowBuffer = NULL;
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LPDIRECTDRAWSURFACE7 g_pddsShadowZBuffer = NULL;
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#endif
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//************************************************************************************************
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inline void SetIdentityMatrix(Matrix4x4 &m) { // set D3D matrix to identity
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m.setIdentity();
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}
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#if 0
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//************************************************************************************************
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int ccw(COLORVERTEX *P[], int i, int j, int k) { // for convex-hull
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double a = P[i]->p.x - P[j]->p.x,
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b = P[i]->p.y - P[j]->p.y,
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c = P[k]->p.x - P[j]->p.x,
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d = P[k]->p.y - P[j]->p.y;
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return a * d - b * c <= 0; // true if points i, j, k counterclockwise
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}
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//*********************************************************************************************
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int cmpl(const void *a, const void *b) { // for convex-hull
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float v;
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COLORVERTEX **av, **bv;
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av = (COLORVERTEX **)a;
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bv = (COLORVERTEX **)b;
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v = (*av)->p.x - (*bv)->p.x;
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if (v > 0) return 1;
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if (v < 0) return -1;
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v = (*bv)->p.y - (*av)->p.y;
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if (v > 0) return 1;
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if (v < 0) return -1;
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return 0;
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}
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//*********************************************************************************************
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int cmph(const void *a, const void *b) {
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return cmpl(b, a); // for convex-hull
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}
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//*********************************************************************************************
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int make_chain(COLORVERTEX *V[], int n, int (*cmp)(const void *, const void *)) { // for convex-hull
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int i, j, s = 1;
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COLORVERTEX *t;
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qsort(V, n, sizeof(COLORVERTEX *), cmp);
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for (i = 2; i < n; i++) {
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for (j = s; j >= 1 && ccw(V, i, j, j - 1); j--)
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{}
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s = j + 1;
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t = V[s];
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V[s] = V[i];
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V[i] = t;
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}
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return s;
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}
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//*********************************************************************************************
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int ch2d(COLORVERTEX *P[], int n) { // for convex-hull
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int u = make_chain(P, n, cmpl); // make lower hull
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if (!n) return 0;
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P[n] = P[0];
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return u + make_chain(P + u, n - u + 1, cmph); // make upper hull
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}
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//************************************************************************************************
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void Find2DConvexHull(DWORD nverts, COLORVERTEX *pntptr, DWORD *cNumOutIdxs, WORD **OutHullIdxs) { // find a convex hull
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COLORVERTEX **PntPtrs;
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DWORD i;
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*cNumOutIdxs = 0; //max space needed is n+1 indices
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*OutHullIdxs = (WORD *)malloc((nverts + 1) * (sizeof(DWORD) + sizeof(COLORVERTEX *)));
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PntPtrs = (COLORVERTEX **) & (*OutHullIdxs)[nverts + 1];
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// alg requires array of ptrs to verts (for qsort) instead of array of verts, so do the conversion
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for (i = 0; i < nverts; i++) {
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PntPtrs[i] = &pntptr[i];
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}
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*cNumOutIdxs = ch2d(PntPtrs, nverts);
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// convert back to array of idxs
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for (i = 0; i < *cNumOutIdxs; i++) {
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(*OutHullIdxs)[i] = (WORD)(PntPtrs[i] - &pntptr[0]);
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}
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}
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#endif
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/* -----------------25/08/1999 16.41-----------------
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* find 2D convex hull for the object
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* --------------------------------------------------*/
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bool rMakeShadowVolume(SHADOWBOX *sb, gVertex *InVerts, DWORD nverts, float lightm[9]) {
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warning("Stubbed: rMakeShadowVolume");
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#if 0
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Matrix4x4 matWorld, matView, matProj, IDmat;
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DWORD i;
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HRESULT hr;
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LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
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unsigned int AlphaVal = 98;
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SHADOW *shad = &sb->ShadowsList[sb->NumShadowsList++];
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// Get a ptr to the ID3D object to create materials and/or lights. Note:
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// the Release() call just serves to decrease the ref count.
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LPDIRECT3D7 pD3D;
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pd3dDevice->GetDirect3D(&pD3D);
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pD3D->Release();
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LPDIRECT3DVERTEXBUFFER7 VB_Proj;
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D3DVERTEXBUFFERDESC vbDesc;
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vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
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vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
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vbDesc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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// xyz+color so we can render them in showshadvol mode
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// Create vertex buffer to hold shadow volumes verts
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if (shad->VB == NULL) {
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// now form array of indices that will make the tris
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ZeroMemory(shad, sizeof(SHADOW));
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shad->num_objverts = nverts;
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vbDesc.dwNumVertices = nverts * 2; // *2 to hold top of shadvol for infin light source
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if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &shad->VB, 0)))
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return hr;
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// alloc enough to hold largest-case shadvol (max # of verts in c-hull is nverts)
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// (nverts+1)*2 for tri mesh to hold shadvol sides + nverts to hold tri-fan
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shad->pwShadVolIndices = (WORD *)t3dCalloc(sizeof(WORD) * (nverts + 1) * 2);
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}
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// create VB_Proj vertex buffer as a target for the vertex-projection operation used to compute
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// the silhouette
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vbDesc.dwNumVertices = nverts;
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vbDesc.dwFVF = D3DFVF_XYZRHW;
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// even though RHW not used, must specify it or ProcessVerts will not consider this as a valid
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// target to xform verts into
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if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &VB_Proj, NULL)))
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return hr;
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// must lock VB, then copy verts into its space.
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COLORVERTEX *VBvertptr;
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shad->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
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(VOID **) &VBvertptr, NULL);
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// have to copy verts into VB memory. I reformat into COLORVERTEX to do this.
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// could prevent reformat and do a straight memcpy if Find2DConvexHull used D3DVERTEX tho.
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COLORVERTEX *cvptr = VBvertptr;
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gVertex *d3dvptr = InVerts;
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// reformat D3DVERTEX array to COLORVERTEX array
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for (i = 0; i < nverts; i++) {
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cvptr->p.x = d3dvptr->x;
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cvptr->p.y = d3dvptr->y;
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cvptr->p.z = d3dvptr->z;
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cvptr->c = RGBA_MAKE(0xff, 0x0, 0x0, 0xff); // shadvol is semi-transparent black
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cvptr++;
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d3dvptr++;
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}
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shad->VB->Unlock();
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// save cur matrices so we can use xform pipeln to project verts supafast
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pd3dDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
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pd3dDevice->GetTransform(D3DTRANSFORMSTATE_VIEW, &matView);
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pd3dDevice->GetTransform(D3DTRANSFORMSTATE_PROJECTION, &matProj);
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SetIdentityMatrix(IDmat);
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pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &IDmat);
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pd3dDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &IDmat);
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// for view matrix, all we want is anything that projects the verts onto a plane
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// perp to light direction. so any eyepoint is OK (try to make obj near origin though,
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// so look at one of the verts). dont care what direction is view up vector (y).
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rSetViewMatrix(lightm[0], lightm[1], lightm[2],
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lightm[3], lightm[4], lightm[5],
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lightm[6], lightm[7], lightm[8],
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0.0f, 0.0f, 0.0f);
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// do the planar projection
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VB_Proj->ProcessVertices(D3DVOP_TRANSFORM,
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0, // write new verts at idx 0
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nverts,
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shad->VB,
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0, // read src verts from idx 0
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pd3dDevice,
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0x0); // no flags
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pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
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pd3dDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &matView);
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pd3dDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &matProj);
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COLORVERTEX *pntptr;
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VB_Proj->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
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(void **) &pntptr, NULL);
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WORD *OutHullIdxs;
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DWORD n_idxs;
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Find2DConvexHull(nverts, pntptr, &n_idxs, &OutHullIdxs); // This is the function supplied with dx6
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VB_Proj->Unlock();
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VB_Proj->Release(); // just needed the indices of hull
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shad->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
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(void **) &VBvertptr, NULL);
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// make shadow volume by taking hull verts and project them along light dir far enough
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// to be offscreen
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// add verts to end of VB
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for (i = 0; i < n_idxs; i++) {
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VBvertptr[nverts + i].p.x = VBvertptr[OutHullIdxs[i]].p.x - (2000.0f * lightm[6]); // scale factor of 10 should be enough
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VBvertptr[nverts + i].p.y = VBvertptr[OutHullIdxs[i]].p.y - (2000.0f * lightm[7]); // scale factor of 10 should be enough
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VBvertptr[nverts + i].p.z = VBvertptr[OutHullIdxs[i]].p.z - (2000.0f * lightm[8]); // scale factor of 10 should be enough
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VBvertptr[nverts + i].c = RGBA_MAKE(0x0, 0xff, 0x0, 0xff);
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}
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shad->totalverts = nverts + n_idxs;
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// now form array of indices that will make the tris
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// shad vol will have n_idxs square sides
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shad->num_side_indices = (n_idxs + 1) * 2;
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// if shadvol is not capped, shadow may be drawn in place where a backfacing cap is missing even
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// though no geometry is there
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//f shad->num_cap_indices=n_idxs;
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shad->num_cap_indices = 0;
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WORD *idxptr;
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idxptr = shad->pwShadVolSideIndices = shad->pwShadVolIndices;
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// tris for all facets but final one
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for (i = 0; i < n_idxs; i++) {
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// outhullidx[i] is the index of the ith vertex of the n_idx convex hull verts
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// nverts+i is the index of the projected vert corresponding to the OutHullIdx[i] vertex
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*idxptr++ = OutHullIdxs[i];
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*idxptr++ = (WORD)(nverts + i);
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}
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// add tris for final facet (i==n_idxs)
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*idxptr++ = OutHullIdxs[0];
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*idxptr++ = (WORD)(nverts + 0);
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//m shad->pwShadVolCapIndices=idxptr;
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free(OutHullIdxs); // allocated by Find2DConvexHull
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shad->VB->Unlock();
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#endif
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return true;
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}
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/* -----------------25/08/1999 16.41-----------------
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* makes a shadow box to avoid stenciled shadows over the object
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* --------------------------------------------------*/
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bool rMakeShadowBox(SHADOWBOX *sb, float BoxX, float BoxY, float BoxZ, WORD intens) {
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warning("Stubbed: rMakeShadowBox");
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#if 0
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bool hr;
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LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
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// Get a ptr to the ID3D object to create materials and/or lights. Note:
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// the Release() call just serves to decrease the ref count.
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LPDIRECT3D7 pD3D;
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pd3dDevice->GetDirect3D(&pD3D);
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pD3D->Release();
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D3DVERTEXBUFFERDESC vbDesc;
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vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
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vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
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vbDesc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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// xyz+color so we can render them in showshadvol mode
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// Create vertex buffer to hold shadow volumes verts
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if (sb->VB == NULL) {
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sb->NumVerts = 16;
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sb->NumIndices = 12 * 3;
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vbDesc.dwNumVertices = sb->NumVerts;
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if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &sb->VB, 0)))
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return hr;
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// alloc enough to hold largest-case shadvol (max # of verts in c-hull is nverts)
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// (nverts+1)*2 for tri mesh to hold shadvol sides + nverts to hold tri-fan
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sb->pwIndices = (WORD *)t3dCalloc(sizeof(WORD) * sb->NumIndices);
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WORD *curind = sb->pwIndices;
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*curind++ = 0;
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*curind++ = 1;
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*curind++ = 2; // Base scura
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*curind++ = 2;
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*curind++ = 1;
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*curind++ = 3;
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*curind++ = 0;
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*curind++ = 4;
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*curind++ = 1; // Bordo sinistro scuro
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*curind++ = 1;
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*curind++ = 4;
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*curind++ = 5;
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*curind++ = 2;
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*curind++ = 6;
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*curind++ = 0; // Bordo destro scuro
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*curind++ = 0;
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*curind++ = 6;
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*curind++ = 4;
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*curind++ = 12;
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*curind++ = 13;
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*curind++ = 14; // Testa chiara
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*curind++ = 14;
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*curind++ = 13;
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*curind++ = 15;
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*curind++ = 11;
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*curind++ = 15;
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*curind++ = 9; // Bordo sinistro chiaro
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*curind++ = 9;
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*curind++ = 15;
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*curind++ = 13;
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*curind++ = 10;
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*curind++ = 14;
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*curind++ = 11; // Bordo destro chiaro
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*curind++ = 11;
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*curind++ = 14;
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*curind++ = 15;
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}
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sb->NumShadowsList = 0;
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sb->Intensity = intens;
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// must lock VB, then copy verts into its space.
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COLORVERTEX *VBvertptr;
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sb->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
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(VOID **) &VBvertptr, NULL);
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// have to copy verts into VB memory. I reformat into COLORVERTEX to do this.
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// could prevent reformat and do a straight memcpy if Find2DConvexHull used D3DVERTEX tho.
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COLORVERTEX *cvptr = VBvertptr;
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D3DCOLOR cshadow = RGBA_MAKE(0x0, 0x0, 0x0, intens);
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D3DCOLOR clight = RGBA_MAKE(0x0, 0x0, 0x0, 0);
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// 0: Base Piu' distante scuro
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cvptr->p.x = BoxX;
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cvptr->p.y = 5.0f;
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cvptr->p.z = BoxZ;
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cvptr->c = cshadow;
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cvptr ++;
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// 1: Base Sinistra scuro
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cvptr->p.x = -BoxZ;
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cvptr->p.y = 5.0f;
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cvptr->p.z = BoxX;
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cvptr->c = cshadow;
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cvptr ++;
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// 2: Base Destra scuro
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cvptr->p.x = BoxZ;
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cvptr->p.y = 5.0f;
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cvptr->p.z = -BoxX;
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cvptr->c = cshadow;
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cvptr ++;
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// 3: Base Piu' vicino scuro
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cvptr->p.x = -BoxX;
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cvptr->p.y = 5.0f;
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cvptr->p.z = -BoxZ;
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cvptr->c = cshadow;
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cvptr ++;
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// 4: Testa Piu' distante scura
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cvptr->p.x = BoxX;
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cvptr->p.y = BoxY;
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cvptr->p.z = BoxZ;
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cvptr->c = cshadow;
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cvptr ++;
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// 5: Testa Sinistra scuro
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cvptr->p.x = -BoxZ;
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cvptr->p.y = BoxY;
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cvptr->p.z = BoxX;
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cvptr->c = cshadow;
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cvptr ++;
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// 6: Testa Destra scuro
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cvptr->p.x = BoxZ;
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cvptr->p.y = BoxY;
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cvptr->p.z = -BoxX;
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cvptr->c = cshadow;
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cvptr ++;
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// 7: Testa Piu' vicino scuro
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cvptr->p.x = -BoxX;
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cvptr->p.y = BoxY;
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cvptr->p.z = -BoxZ;
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cvptr->c = cshadow;
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cvptr ++;
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// 8: Base Piu' distante chiaro
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cvptr->p.x = BoxX;
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|
cvptr->p.y = 5.0f;
|
|
cvptr->p.z = BoxZ;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
// 9: Base Sinistra chiaro
|
|
cvptr->p.x = -BoxZ;
|
|
cvptr->p.y = 5.0f;
|
|
cvptr->p.z = BoxX;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
// 10: Base Destra chiaro
|
|
cvptr->p.x = BoxZ;
|
|
cvptr->p.y = 5.0f;
|
|
cvptr->p.z = -BoxX;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
// 11: Base Piu' vicino chiaro
|
|
cvptr->p.x = -BoxX;
|
|
cvptr->p.y = 5.0f;
|
|
cvptr->p.z = -BoxZ;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
// 12: Testa Piu' distante chiaro
|
|
cvptr->p.x = BoxX;
|
|
cvptr->p.y = BoxY;
|
|
cvptr->p.z = BoxZ;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
// 13: Testa Sinistra chiaro
|
|
cvptr->p.x = -BoxZ;
|
|
cvptr->p.y = BoxY;
|
|
cvptr->p.z = BoxX;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
// 14: Testa Destra chiaro
|
|
cvptr->p.x = BoxZ;
|
|
cvptr->p.y = BoxY;
|
|
cvptr->p.z = -BoxX;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
// 15: Testa Piu' vicino chiaro
|
|
cvptr->p.x = -BoxX;
|
|
cvptr->p.y = BoxY;
|
|
cvptr->p.z = -BoxZ;
|
|
cvptr->c = clight;
|
|
cvptr ++;
|
|
|
|
sb->VB->Unlock();
|
|
|
|
ShadowBoxesList[gNumShadowBoxesList++] = sb;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
/* -----------------25/08/1999 17.24-----------------
|
|
* renders a stenciled convex hull
|
|
* --------------------------------------------------*/
|
|
bool RenderShadow(SHADOW *pShad,
|
|
void *lpVBuf) {
|
|
warning("TODO: Stubbed RenderShadow");
|
|
#if 0
|
|
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
|
|
|
|
pd3dDevice->SetTexture(0, NULL);
|
|
|
|
// Turn depth buffer off, and stencil buffer on
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT); // dont want to bother interpolating color
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
|
|
|
|
// Set up stencil compare fuction, reference value, and masks
|
|
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_ALWAYS);
|
|
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILZFAIL, D3DSTENCILOP_KEEP);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFAIL, D3DSTENCILOP_KEEP);
|
|
|
|
if (g_bUseOneBitStencil) {
|
|
// If ztest passes, write !(g_bInvertStencilBufferSense) into stencil buffer
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILMASK, 0x1);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK, 0x1);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_REPLACE);
|
|
} else {
|
|
// If ztest passes, inc/decrement stencil buffer value
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILMASK, 0xffffffff);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK, 0xffffffff);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, g_StencIncOp);
|
|
}
|
|
|
|
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
|
|
// this should result in the tri color being completely dropped
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
|
|
|
|
// draw front-side of shadow volume in stencil/z only
|
|
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, lpVBuf, 0, pShad->totalverts,
|
|
pShad->pwShadVolSideIndices,
|
|
pShad->num_side_indices, 0x0);
|
|
|
|
// Now reverse cull order so back sides of shadow volume are written.
|
|
if (g_bUseOneBitStencil) {
|
|
// write 0's/1's into stencil buffer to erase pixels beyond back of shadow
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x0);
|
|
} else {
|
|
// increment stencil buffer value
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, g_StencDecOp);
|
|
}
|
|
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
|
|
// Draw back-side of shadow volume in stencil/z only
|
|
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, lpVBuf, 0, pShad->totalverts,
|
|
pShad->pwShadVolSideIndices,
|
|
pShad->num_side_indices, 0x0);
|
|
|
|
// Restore render states
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
|
|
//f pd3dDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
/* -----------------25/08/1999 17.25-----------------
|
|
* renders an object stenciled shadows box
|
|
* --------------------------------------------------*/
|
|
bool RenderShadowBox(SHADOWBOX *pSB,
|
|
int lpVBuf) {
|
|
warning("TODO: RenderShadowBox");
|
|
#if 0
|
|
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
|
|
|
|
pd3dDevice->SetTexture(0, NULL);
|
|
|
|
// Turn depth buffer off, and stencil buffer on
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
|
|
|
|
// Set up stencil compare fuction, reference value, and masks
|
|
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_LESSEQUAL);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILZFAIL, D3DSTENCILOP_ZERO);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFAIL, D3DSTENCILOP_ZERO);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_ZERO);
|
|
|
|
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
|
|
// this should result in the tri color being completely dropped
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, lpVBuf, 0, pSB->NumVerts,
|
|
pSB->pwIndices,
|
|
pSB->NumIndices, 0x0);
|
|
|
|
// Restore render states
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
/* -----------------25/08/1999 17.25-----------------
|
|
* Name: DrawShadow()
|
|
* Desc: Draws a big grey polygon over scene, and blend it with pixels with
|
|
* stencil 1, which are in shadow. Could optimize this by keeping track
|
|
* of rendered 2D extent rect of all shadow vols.
|
|
* --------------------------------------------------*/
|
|
bool DrawShadow(unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2, WORD intens) {
|
|
warning("Stubbed: DrawShadow");
|
|
#if 0
|
|
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
|
|
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE);
|
|
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
|
|
|
|
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
|
|
// this results in destcolor= (AlphaSrc) * SRC_COLOR + (1-AlphaSrc)*DestColor
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
// stencil cmp func is defined as (ref cmpfn stencbufval).
|
|
|
|
// Only write where stencil val >= 1. (count indicates # of shadows that overlap that pixel)
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_LESSEQUAL);
|
|
|
|
//f pd3dDevice->SetRenderState( D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_KEEP );
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_ZERO);
|
|
|
|
// Set the world matrix to identity to draw the big grey square
|
|
D3DMATRIX matWorld, matIdentity;
|
|
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
|
|
SetIdentityMatrix(matIdentity);
|
|
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matIdentity);
|
|
// pd3dDevice->SetTransform( D3DTRANSFORMSTATE_VIEW, &matIdentity );
|
|
// pd3dDevice->SetTransform( D3DTRANSFORMSTATE_PROJECTION, &matIdentity );
|
|
|
|
TRANSCOLORVERTEX sqverts[4];
|
|
WORD sqindices[6];
|
|
|
|
sqverts[0].p.z = sqverts[1].p.z = sqverts[2].p.z = sqverts[3].p.z = 0.0f;
|
|
sqverts[0].rhw = sqverts[1].rhw = sqverts[3].rhw = sqverts[3].rhw = 0.0f;
|
|
sqverts[0].c = sqverts[1].c = sqverts[2].c = sqverts[3].c = RGBA_MAKE(0x0, 0x0, 0x0, intens);
|
|
|
|
sqindices[0] = 0;
|
|
sqindices[1] = 2;
|
|
sqindices[2] = 1;
|
|
sqindices[3] = 0;
|
|
sqindices[4] = 3;
|
|
sqindices[5] = 2;
|
|
|
|
sqverts[0].p.x = (float)x1;
|
|
sqverts[0].p.y = (float)y1;
|
|
sqverts[1].p.x = (float)x2;
|
|
sqverts[1].p.y = (float)y1;
|
|
sqverts[2].p.x = (float)x2;
|
|
sqverts[2].p.y = (float)y2;
|
|
sqverts[3].p.x = (float)x1;
|
|
sqverts[3].p.y = (float)y2;
|
|
|
|
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, (D3DFVF_XYZRHW | D3DFVF_DIFFUSE),
|
|
sqverts, 4, sqindices, 6, 0x0);
|
|
|
|
// Restore render states
|
|
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
|
|
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
/* -----------------25/08/1999 17.28-----------------
|
|
* prepare shadow for projection to a texture
|
|
* --------------------------------------------------*/
|
|
bool rMakeProjectiveShadow(SHADOWBOX *sb, void *InVerts, DWORD nverts) {
|
|
warning("Stubbed. rMakeProjectiveShadow");
|
|
#if 0
|
|
SHADOW *shad = &sb->ShadowsList[0];
|
|
D3DVERTEXBUFFERDESC vbDesc;
|
|
LPDIRECT3D7 pD3D;
|
|
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
|
|
int pos;
|
|
|
|
if (shad->VB == NULL) {
|
|
pd3dDevice->GetDirect3D(&pD3D);
|
|
pD3D->Release();
|
|
vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
|
|
vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
|
|
vbDesc.dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;
|
|
|
|
// now form array of indices that will make the tris
|
|
shad->num_objverts = nverts;
|
|
vbDesc.dwNumVertices = nverts; // *2 to hold top of shadvol for infin light source
|
|
|
|
if (FAILED(pD3D->CreateVertexBuffer(&vbDesc, &shad->VB, 0))) {
|
|
DebugLogFile("Unable to create VertexBuffer");
|
|
return FALSE;
|
|
}
|
|
|
|
//Alloc indices for triangles
|
|
shad->pwShadVolSideIndices = (WORD *)t3dCalloc(sizeof(WORD) * (nverts + 1) * 3);
|
|
}
|
|
|
|
if (!g_pddsShadowBuffer) {
|
|
HRESULT LastError;
|
|
DDSURFACEDESC2 ddsd;
|
|
|
|
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
|
|
ddsd.dwSize = sizeof(DDSURFACEDESC2);
|
|
memcpy(&ddsd, &GraphicsModes[gCurrGraphicsMode].SurfDesc, sizeof(DDSURFACEDESC2));
|
|
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
|
|
ddsd.ddsCaps.dwCaps = DDSCAPS_3DDEVICE;
|
|
|
|
ddsd.dwWidth = 256;
|
|
ddsd.dwHeight = 256;
|
|
|
|
g_pddsShadowBuffer = gCreateSurface(&ddsd, g_pddsShadowBuffer);
|
|
if (!g_pddsShadowBuffer) {
|
|
DebugLogFile("Unable to create ShadowBuffer");
|
|
return FALSE;
|
|
}
|
|
|
|
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
|
|
ddsd.dwSize = sizeof(DDSURFACEDESC2);
|
|
g_pddsZBuffer->GetSurfaceDesc(&ddsd);
|
|
|
|
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
|
|
ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
|
|
ddsd.dwWidth = 256;
|
|
ddsd.dwHeight = 256;
|
|
|
|
g_pddsShadowZBuffer = gCreateSurface(&ddsd, g_pddsZBuffer);
|
|
if (!g_pddsShadowZBuffer) {
|
|
char str[200];
|
|
LastError = 0;
|
|
GetDDErrorString(LastError, str, 1);
|
|
|
|
DebugLogFile("CreateSurface for ShadowBuffer Z-buffer failed.\r\n%s", str);
|
|
return FALSE;
|
|
}
|
|
LastError = g_pddsShadowBuffer->AddAttachedSurface(g_pddsShadowZBuffer);
|
|
if (LastError != DD_OK) {
|
|
char str[200];
|
|
GetDDErrorString(LastError, str, 1);
|
|
DebugLogFile("AddAttachedBuffer To ShadowBuffer failed for Z-Buffer.%s", str);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if (!shad->ProjectiveTexture.lpDDSurface) {
|
|
DDSURFACEDESC2 DDSurfDesc;
|
|
memset(&DDSurfDesc, 0, sizeof(DDSURFACEDESC2));
|
|
memcpy(&DDSurfDesc.ddpfPixelFormat, &gCurrentFormat->SurfaceDesc, sizeof(DDPIXELFORMAT));
|
|
memcpy(&DDSurfDesc, &GraphicsModes[gCurrGraphicsMode].SurfDesc, sizeof(DDSURFACEDESC2));
|
|
DDSurfDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
|
|
if (gRenderFlags & gAGPSUPPORTED) {
|
|
//Alloc texture in AGP
|
|
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_NONLOCALVIDMEM | DDSCAPS_VIDEOMEMORY |
|
|
DDSCAPS_TEXTURE;
|
|
} else {
|
|
//No AGP support; alloc in sysmem
|
|
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
|
|
DDSurfDesc.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
|
|
}
|
|
DDSurfDesc.dwWidth = 256;
|
|
DDSurfDesc.dwHeight = 256;
|
|
if (!(shad->ProjectiveTexture.lpDDSurface = gCreateSurface(&DDSurfDesc, shad->ProjectiveTexture.lpDDSurface))) {
|
|
DebugLogFile("rMakeProjectiveShadow: gCreateSurface FAILED: Can't create surface");
|
|
return FALSE;
|
|
}
|
|
|
|
pos = gGetTextureListPosition();
|
|
if (pos == 0) {
|
|
DebugLogFile("rMakeProjectiveShadow: Can't create more textures");
|
|
return -1;
|
|
}
|
|
|
|
memset(&gTextureList[pos], 0, sizeof(gTexture));
|
|
strcpy(gTextureList[pos].Name, "Texture Buffer Shadow");
|
|
gTextureList[pos].lpDDSurface = shad->ProjectiveTexture.lpDDSurface;
|
|
gTextureList[pos].RealDimX = 256;
|
|
gTextureList[pos].RealDimY = 256;
|
|
gTextureList[pos].DimX = 256;
|
|
gTextureList[pos].DimY = 256;
|
|
gTextureList[pos].Flags = CurLoaderFlags;
|
|
}
|
|
|
|
ShadowBoxesList[gNumShadowBoxesList++] = sb;
|
|
sb->NumShadowsList = 1;
|
|
#endif
|
|
return TRUE;
|
|
}
|
|
|
|
/* -----------------25/08/1999 17.28-----------------
|
|
* renders shadow to a specific texture
|
|
* --------------------------------------------------*/
|
|
bool RenderProjectiveShadow(SHADOW *pShad) {
|
|
warning("Stubbed. RenderPojectiveShadow");
|
|
#if 0
|
|
HRESULT hres;
|
|
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
|
|
LPDIRECTDRAWSURFACE7 OldRenderTarget;
|
|
D3DVIEWPORT7 NewViewport;
|
|
|
|
memset(&gOldViewport, 0, sizeof(D3DVIEWPORT7));
|
|
if (hres = pd3dDevice->GetViewport(&gOldViewport) != D3D_OK) {
|
|
DebugLogFile("Unable to get ViewPort2");
|
|
return hres;
|
|
}
|
|
memcpy(&NewViewport, &gOldViewport, sizeof(D3DVIEWPORT7));
|
|
|
|
if (hres = pd3dDevice->GetRenderTarget(&OldRenderTarget) != D3D_OK) {
|
|
DebugLogFile("Can't GetRenderTarget for shadow");
|
|
return hres;
|
|
}
|
|
if (hres = pd3dDevice->SetRenderTarget(g_pddsShadowBuffer, 0) != D3D_OK) {
|
|
DebugLogFile("Can't SetRenderTarget for shadow");
|
|
return hres;
|
|
}
|
|
|
|
NewViewport.dwHeight = NewViewport.dwWidth = 256;
|
|
if (hres = pd3dDevice->SetViewport(&NewViewport) != D3D_OK) {
|
|
DebugLogFile("Unable to set ShadowBuffer viewport");
|
|
return hres;
|
|
}
|
|
|
|
D3DRECT rect;
|
|
rect.x1 = rect.y1 = 0;
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|
rect.x2 = 256;
|
|
rect.y2 = 256;
|
|
if (hres = pd3dDevice->Clear(1, &rect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 1.0f, 0) != D3D_OK) {
|
|
DebugLogFile("Unable to clear2 ShadowBuffer viewport");
|
|
return hres;
|
|
}
|
|
|
|
if (hres = g_pd3dDevice->BeginScene() != D3D_OK) {
|
|
DebugLogFile("Unable to begin Shadow scene");
|
|
return hres;
|
|
}
|
|
|
|
if (hres = pd3dDevice->SetTexture(0, NULL)) return hres;
|
|
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, D3DZB_FALSE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT)) return hres; // dont want to bother interpolating color
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, FALSE)) return hres;
|
|
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO)) return hres;
|
|
|
|
if (hres = pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, pShad->VB, 0, pShad->totalverts,
|
|
pShad->pwShadVolSideIndices,
|
|
pShad->num_side_indices, 0x0) != D3D_OK) {
|
|
DebugLogFile("Unable to DrawIndexedPrimitive for projected shadow");
|
|
return hres;
|
|
}
|
|
|
|
if (hres = g_pd3dDevice->EndScene() != D3D_OK) {
|
|
DebugLogFile("Unable to end shadow scene");
|
|
return hres;
|
|
}
|
|
|
|
if (hres = g_pd3dDevice->SetRenderTarget(OldRenderTarget, 0) != D3D_OK) {
|
|
DebugLogFile("Can't SetRenderTarget for shadows");
|
|
return hres;
|
|
}
|
|
|
|
if (hres = pd3dDevice->SetViewport(&gOldViewport) != D3D_OK) {
|
|
DebugLogFile("Unable to restore viewport");
|
|
return hres;
|
|
}
|
|
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, D3DZB_TRUE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE)) return hres;
|
|
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE)) return hres;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
/* -----------------25/08/1999 17.31-----------------
|
|
* draw projected shadow texture to the room
|
|
* --------------------------------------------------*/
|
|
bool DrawProjectiveShadow(SHADOW *pShad) {
|
|
warning("Stubbed: DrawProjectiveShadow");
|
|
#if 0
|
|
bool hres;
|
|
|
|
if (hres = g_pd3dDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP) != DD_OK) return hres;
|
|
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, FALSE) != DD_OK) return hres;
|
|
|
|
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO) != DD_OK) return hres;
|
|
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCCOLOR) != DD_OK) return hres;
|
|
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE) != DD_OK) return hres;
|
|
|
|
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW) != DD_OK) return hres;
|
|
if (hres = g_pd3dDevice->SetTexture(0, pShad->ProjectiveTexture.lpDDSurface) != DD_OK) return hres;
|
|
|
|
if (hres = g_pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST,
|
|
pShad->ProjVertsVB, 0, pShad->totalverts,
|
|
pShad->pwShadVolCapIndices,
|
|
pShad->num_cap_indices, 0x0) != DD_OK) {
|
|
char str[255];
|
|
GetDDErrorString(hres, str, 1);
|
|
DebugLogFile("DrawIndexedPrimitiveVB ERROR:\n\r%s", str);
|
|
}
|
|
pShad->num_cap_indices = 0;
|
|
|
|
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE) != DD_OK) return hres;
|
|
if (hres = g_pd3dDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP) != DD_OK) return hres;
|
|
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE) != DD_OK) return hres;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
} // End of namespace Watchmaker
|